acdream/tests/AcDream.Core.Tests/World/SkyStateTests.cs
Erik 57c11358b6 fix(sky): A7 — correct sun-vector magnitude (ambient + sun were ~32% too bright)
Outdoor lighting was ~32% too bright (washed-out, weak shading). Live cdb on
retail (SmartBox::SetWorldAmbientLight + SkyDesc::GetLighting + LScape::sunlight,
binary matches refs/acclient.pdb) pinned it: at the SAME game time + DayGroup,
acdream's ambient COLOR matched retail exactly (the purple is correct, authored
per-time-of-day in the sky dat) but the LEVEL was 0.607 vs retail's 0.459.

level = AmbBright + 0.2·|sunVec|, both AmbBright=0.40, so acdream's |sunVec|≈1.06
vs retail's ≈0.30. Retail's LScape::sunlight read live = (0.2238, ~0, 0.00352),
magnitude 0.224 = DirBright, y≈0.

RetailSunVector had `y = cos(P)` (≈1) — the raw PRE-transform value SkyDesc::
GetLighting writes to arg5 (0x00500ac9), before LScape::set_sky_position's
world transform. acdream ported the un-transformed vector, so the y=cos(P)≈1
term inflated |sunVec| to ~1.06. That magnitude feeds BOTH the ambient boost
(SkyKeyframe.AmbientColor) AND the sun colour (SkyKeyframe.SunColor =
DirColor×|sunVec|), over-brightening the whole scene (terrain, objects, sky)
~30% and also pointing the sun the wrong way.

Fix: RetailSunVector = DirBright × (cos(P)·sin(H), cos(P)·cos(H), sin(P)) — the
world-space spherical form LScape::sunlight actually holds; |sunVec| == DirBright
for all H/P. After: acdream ambient (0.353,0.176,0.449) vs retail (0.360,0.180,
0.459) — within ~2%, user-confirmed "better outside". Sun direction also corrected
(was pointing ~North from the bad y term).

Tests updated to the cdb-verified values (the prior tests pinned the inflated
magnitude). 18/18 sky tests green. reference-retail-ambient-values memory updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:08:52 +02:00

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using System.Numerics;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.World;
[Collection(DerethDateTimeCollection.Name)]
public sealed class SkyStateTests
{
[Fact]
public void Default_Has4Keyframes()
{
var sky = SkyStateProvider.Default();
Assert.Equal(4, sky.KeyframeCount);
}
[Fact]
public void Interpolate_AtExactKeyframe_ReturnsThatFrameData()
{
var sky = SkyStateProvider.Default();
var noon = sky.Interpolate(0.5f); // noon keyframe
// Noon sky color should be near white (1.0 ish).
Assert.InRange(noon.SunColor.X, 0.9f, 1.1f);
Assert.InRange(noon.SunColor.Y, 0.9f, 1.1f);
}
[Fact]
public void Interpolate_BetweenKeyframes_LerpsRawInputs()
{
var sky = SkyStateProvider.Default();
var dawn = sky.Interpolate(0.25f);
var noon = sky.Interpolate(0.5f);
var midPt = sky.Interpolate(0.375f);
// The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
// lerp linearly between adjacent keyframes — that's the retail-faithful
// separate-channel interpolation. The composite SunColor / AmbientColor
// properties intentionally do NOT lerp linearly (their magnitude
// depends nonlinearly on heading/pitch/brightness via the retail
// sun-vector formula), so we assert on the raw inputs here.
float low = System.Math.Min(dawn.DirColor.Y, noon.DirColor.Y);
float high = System.Math.Max(dawn.DirColor.Y, noon.DirColor.Y);
Assert.InRange(midPt.DirColor.Y, low, high);
}
[Fact]
public void RetailSunVector_AtZenith_HasMagnitudeEqualToBrightness()
{
// Sun straight up (P=90°): cos(P)=0, sin(P)=1.
// sunVec = (sin(H)×B×0, 0, B×1) = (0, 0, B)
// |sunVec| = B
var kf = new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
DirColor: Vector3.One,
DirBright: 1.5f,
AmbColor: Vector3.One,
AmbBright: 0.3f,
FogColor: Vector3.One,
FogDensity: 0f);
var v = SkyStateProvider.RetailSunVector(kf);
Assert.InRange(v.Length(), 1.49f, 1.51f);
}
[Fact]
public void RetailSunVector_MagnitudeAlwaysEqualsDirBright()
{
// cdb-verified (2026-06-18, reference-retail-ambient-values): retail's
// world-space LScape::sunlight = DirBright × (cosP·sinH, cosP·cosH, sinP),
// whose magnitude is DirBright·sqrt(cos²P·(sin²H+cos²H)+sin²P) = DirBright
// for ALL headings/pitches. (The prior y=cos(P) port gave |sunVec|≈1 at the
// horizon — that was the ~30% over-bright bug.)
// Horizon north (H=0°, P=0°): (0, B, 0), |.| = B.
var horizon = new SkyKeyframe(
Begin: 0f, SunHeadingDeg: 0f, SunPitchDeg: 0f,
DirColor: Vector3.One, DirBright: 2.0f,
AmbColor: Vector3.One, AmbBright: 1f,
FogColor: Vector3.One, FogDensity: 0f);
Assert.InRange(SkyStateProvider.RetailSunVector(horizon).Length(), 1.99f, 2.01f);
// Reproduce the live cdb capture: dawn keyframe H=90°, P=0.9°, DirBright=0.224
// → LScape::sunlight = (0.2238, ~0, 0.00352), magnitude 0.224 = DirBright.
var dawn = new SkyKeyframe(
Begin: 0f, SunHeadingDeg: 90f, SunPitchDeg: 0.9f,
DirColor: Vector3.One, DirBright: 0.224f,
AmbColor: Vector3.One, AmbBright: 0.40f,
FogColor: Vector3.One, FogDensity: 0f);
var v = SkyStateProvider.RetailSunVector(dawn);
Assert.InRange(v.X, 0.223f, 0.225f); // DirBright·cosP·sin(90°) ≈ 0.224
Assert.InRange(v.Y, -0.001f, 0.001f); // DirBright·cosP·cos(90°) ≈ 0 (was the bug: ≈1)
Assert.InRange(v.Z, 0.003f, 0.004f); // DirBright·sin(0.9°) ≈ 0.0035
Assert.InRange(v.Length(), 0.223f, 0.225f); // = DirBright
}
[Fact]
public void SunColor_UsesRetailMagnitudeNotDirBrightDirectly()
{
// At sun pitch 90° (zenith) with H=0, B=2: |sunVec| = 2.
// SunColor = DirColor × |sunVec| = (0.5, 0.5, 0.5) × 2 = (1, 1, 1).
var kf = new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
DirColor: new Vector3(0.5f, 0.5f, 0.5f),
DirBright: 2.0f,
AmbColor: Vector3.One,
AmbBright: 0.3f,
FogColor: Vector3.One,
FogDensity: 0f);
Assert.InRange(kf.SunColor.X, 0.99f, 1.01f);
Assert.InRange(kf.SunColor.Y, 0.99f, 1.01f);
Assert.InRange(kf.SunColor.Z, 0.99f, 1.01f);
}
[Fact]
public void AmbientColor_BoostsByTwentyPercentOfSunVectorLength()
{
// |sunVec| = 1 (horizon north), AmbBright = 0.4, AmbColor = (1,1,1).
// AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
// = (1,1,1) × (0.4 + 0.2) = (0.6, 0.6, 0.6).
var kf = new SkyKeyframe(
Begin: 0f,
SunHeadingDeg: 0f,
SunPitchDeg: 0f,
DirColor: Vector3.One,
DirBright: 1f,
AmbColor: Vector3.One,
AmbBright: 0.4f,
FogColor: Vector3.One,
FogDensity: 0f);
Assert.InRange(kf.AmbientColor.X, 0.59f, 0.61f);
}
[Fact]
public void Interpolate_Wraps_AcrossMidnight()
{
var sky = SkyStateProvider.Default();
var justAfterMidnight = sky.Interpolate(0.01f);
// Should return finite valid state (not NaN).
Assert.False(float.IsNaN(justAfterMidnight.SunColor.X));
Assert.False(float.IsNaN(justAfterMidnight.AmbientColor.X));
}
[Fact]
public void SunDirectionFromKeyframe_ReturnsUnitVector()
{
var kf = new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 180f, // south
SunPitchDeg: 70f,
DirColor: Vector3.One,
DirBright: 1f,
AmbColor: Vector3.One,
AmbBright: 1f,
FogColor: Vector3.One,
FogDensity: 0.001f);
var dir = SkyStateProvider.SunDirectionFromKeyframe(kf);
Assert.InRange(dir.Length(), 0.99f, 1.01f);
}
[Fact]
public void WorldTimeService_SyncFromServer_SetsTicks()
{
var service = new WorldTimeService(SkyStateProvider.Default());
service.SyncFromServer(12345.0);
// NowTicks advances by real elapsed time; but immediately after
// sync it should be at or very close to the synced value.
Assert.InRange(service.NowTicks, 12345.0, 12346.0);
}
[Fact]
public void WorldTimeService_DayFraction_RespectsSync()
{
var service = new WorldTimeService(SkyStateProvider.Default());
// Need to aim for dayFraction 0.5 (Gloaming-and-Half, slot 15 since tick 0 = slot 7).
// Sync to (0.5 - 7/16) * DayTicks = (1/16) * DayTicks — 1 slot past Morntide-and-Half = Midsong.
// Actually simpler: target fraction 7/16 (slot 7 = Morntide-and-Half) by syncing to tick 0.
service.SyncFromServer(0);
Assert.InRange(service.DayFraction, 0.43, 0.44); // 7/16 = 0.4375
Assert.True(service.IsDaytime);
}
}